Broken thrones

In last week’s game session, Sheer and I only had time for Game of Thrones, the Card Game, and that unfortunately turned out to be a bit of a blowout.

We were only using the cards from the base deck, with each player having a choice of a two faction deck. Sheer chose very wisely, and then got a terrific initial draw. He had one card that gave him a +8 bonus when it came to the Dominance Phase – The Iron Throne I think. That guaranteed him one Power counter per turn. But he also had another card that entitled him to steal one Power counter per turn from me.

My only remedy was to destroy these cards, but the deck I was using only had limited abilities in that regard. I did manage to destroy one, but by then it was too late.

Sheer was firmly of the view that this was a ‘broken’ combination, wrecking the game unless it was tackled in some way, presumably by a rules fix. A very brief online check showed up one discussion on BoardgameGeek that largely agreed with his thinking. It should be noted, however, that if this combination is in the deck, but not in the initial draw, its impact is substantially reduced. It was the fact he had these from the first turn that was insurmountable.

As I like the game, that development is a bit of a bummer. I am going to have to do some research – including, perhaps, actually bothering to look at the expansion cards, to see what can be done. It is a bit surprising, because many raved about the first edition of the game, and then said the second edition was even better. Hopefully there is an answer out there.